Doc_Reverend

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  1. Something I've been trying to figure out for my own RP and stories is the scale and nature of the Kheldian-Nictus War. Is it a running conflict as Nictus move to another warzone and Peacebringers and Warshades pursue them, or a galactic wide thing with pitched space battles and ships and whatnot. Basically, are they fighting in the shadows or is it more a full space opera?

    Best I've been able to manage is base it off a combination of Green Lantern battles with shapeshifting instead of making big energy hammers and saws and whatnot and the Kree-Skrull War.
  2. Hi! Welcome back! Great to see your work again! Wonderful job there on Azure Tracer.
  3. The BELT. And have it work on girls. A non-stripperific part for girls is unusual these days, I know, but still!
  4. Quote:
    Originally Posted by Von Krieger View Post
    Street Justice is not going to be released with Issue 21, but shortly after. It's being removed from the store in Beta sometime soon. So we're being advised to pick it up and play with it immediately if we want to try it out. Once they can get the store back up.

    Or are you referring to the other thing? Wherein Beastyle states that Street Justice has something along the lines of a knee to the junk style attack?
    No, the being delayed part. I know they said "Soon after i21", but do they mean "Soon" as in, a week or three after i21 hits or "Soon" in a geologic sense?
  5. Quote:
    Originally Posted by Von Krieger View Post
    In chat Beastlye says that Street Justice has knee to the groin attack. We're advised to try it out once the store comes up, since it's coming down soon since it's not an I21 powerset.
    Wait, WHAT?!
  6. I'm a big fan of the Clockwork King. Sure, he's not very big compared to later stuff, but brain in a jar, man. It's awesome. With him is the entire Clockwork faction. I loved the mission in the new Positron TF where you're in a Clockwork factory and it feels like they're coming out of the walls. You can just imagine Clockworks becoming dangerous because they swarm.

    Romulus. Just the reaction you get when he goes full Nictus is, even if you know you can take him, kind of "aw crap" feeling. He looks like one scary Roman.

    Mako. Mako's an animal. His look really gets that across. It's simple, but suits him. Sure, he talks and walks upright, but his grin and that look in his eye tell you he's already thinking about chasing you across town and killing you just before you drop of exhaustion. Then the claws come out... By the way, that's something on Mako I so want for myself: he's got claws. Actual claws, not blades on the back of his hands.

    The Rularuu. They're just cool looking in a tragically underused, avoided zone, which is unfortunate as they're some of the most unique looking enemies in the game.

    The Victorias and War Walkers. I love these. The Victorias are agile and sleek and it's easy to forget that they're seven feet tall. The Walkers, on the other hand, are these lumbering behemoths and just fun to watch from a distance. The Goliath War Walkers especially so.

    Things I'd change:

    Siege. The new Siege look in the BAF, which is just a recolored War Walker. I'm not a big fan of this. Siege, as I understand it, is like the leader or alpha or whatever of the War Walkers. He's important enough of a Walker to be set apart. His name says what he is: he's a siege weapon. He's for tearing down castles and fortresses. He's a one man (robot) siege. While basing him on the Walkers, I'd say make him beefier, meaner, and more of a physical menace. Right now he looks like the Goliath's runty cousin.

    Sister Psyche's costume... I'd go with something that gets across that she really is, in her head, about 80, rather than taking fashion tips from Leloo Multipass Dallas. I mean, she's been operating almost as long as Statesman. Give her something a little more old fashioned.
  7. I'd like to request the addition of more Tip missions for heroes and villains alike, especially higher level tip missions. It's incredibly tedious running the same four or five missions over and over and over again when you're 50. Another five or six tip missions and a third morality mission thrown into the till for each alignment, especially Hero and Villain, would seriously break up the repetition. With this also break up the enemy types, or more variety. Most of the time on heroes it's just Malta, Arachnos, Carnies, Longbow, Nemesis and Devouring Earth.

    If it's a time thing, maybe solicit the playerbase to submit missions written in AE?
  8. Okay, that screenshot of the giant glowing monolith in the field of lava and blasted basalt? That looks awesome! Really hoping that if this is Galaxy City, it's not permanently locked off as "It's too dangerous to go there!" We're superheroes, and high level superheroes who frequent the front lines of a war zone. "Too dangerous" to that type means "I really wanna go there!"

    High level zone in the future, maybe?
  9. Another request/idea. Not sure if this goes under an effect or a power... but I'd really like access to something like the Macross-style missile swarms the Malta Titans, pre-i20 IDF Heavy Support Infantry missile guys had, the Rikti Pylons shoot, Assault Robots have, etc. Big swarm of missiles, blowing stuff up. I'd really love the ability to fire those missile swarms, either from the hands or shoulders or chest or whatever. It could work as an epic level power or maybe a Judgement power. A lot of tech characters could use something like that.

    Also, the Clockwork chest beam cannon rocks.
  10. An idea I've always had for an alternate animation for Hurl and similar powers (Hurl Boulder, etc) is while keeping the "pick up thing and throw it" is to combine it with the appeal of Propel from the Gravity Control set. Propel is a very slow firing power, but I've always liked it because it let me hit people in the face with forklifts. So the idea is that you maybe use a sideways grab, like Hurl with Shield Defense, but instead of grabbing a chunk of pavement or rock, you grab a random object like in Propel and hurl that at the target, with the associated detritus that tends to follow gravity controllers about. One of the common complaints about Superstrength is that you can't actually hit people with stuff (like cars), and this would give you something to that effect.

    Also lets you Litter for Justice.

    I'm not sure how this other idea works with which power sets, and if it's better as an alternate animation for certain sets or an aura or what, but I really like the aura on Praetorian Police when they take hits and they get that honeycomb energy field effect. Really gets across that they've got energy shields without being distracting, and it looks cool. I'd love the ability for something like this on characters, auras or effects that trigger when you take hits or do certain actions. What I'm not sure on is if it'd work better as something to go in the Aura slot or an alternate power animation or what, and if it was in as an alternate power animation, not sure which sets it would go with.

    I'd like the Tornado in Storm Control to be more like Water Spout or Sirocco's dust storms. I've always felt Tornado looked like someone stepped on it.
  11. Quote:
    Originally Posted by The Artificial Intel View Post
    "The most fortified city in the world" has one gaping hole in its defenses.
    It was fortified by the lowest bidders and committees of mad scientists. It's heavily fortified, but not necessarily well fortified.
  12. Quote:
    Originally Posted by Flarstux View Post
    Coming in Issue 22: Divided We Fall - the Dark Statesman Civil War Saga
    Nah. It'll be Issue 22: Statesmonkey and the Primate Phalanx
  13. Quote:
    Originally Posted by DumpleBerry View Post
    Paragon Reward points begin accumulating on April 28, 2004.
    So we'll have come September or whatever an additional four or five points to use to buy our way up the tiers?
  14. Other question. When do we start accumulating Reward Points? When Issue 21 hits in, I don't know, September or so, or from when we start accumulating Paragon Points back at the start of July?
  15. Quote:
    Originally Posted by Oliin View Post
    Where does it say 'rotate'? To me 'refresh' seems to indicate they'll be bringing in a stream of new content for that tier every 3-4 months. If that turns out to be the case I'd imagine when new content comes through, they'll take the previous content and open it up to purchase on the in-game store. Which means not only would vets get the pieces early, they would effectively get it for 'free'.

    I mostly think it'll be a steady stream since if it was rotated through you'd run into issues of people just missing the piece they wanted and having to wait months and months until it cycled back around again as well as the issue of the rotation eventually getting entirely too long (not to mention that eventually everyone would end up having all of the rotating content).
    That kind of scenario I could get behind and would be fine with. Put it up there for the vets to have first crack at it as a reward and goody, then the rest of us can buy it off the market later with points/money. It's more the issue of the incredibly cool looking armor that they're really playing up being inaccessible to people like me because I'm not an 84 month vet, and by the time I've got the 19 additional merits I need... celestial armor isn't the T9 reward anymore, and there's no way to get at it anymore.
  16. Quote:
    Originally Posted by Positron View Post
    Tier 9 VIP will feature rotating bonuses, new bonuses will come in and old ones will retire. So there WILL be future new content for the system. It's just that in this way the tree won't become infinitely huge and unwieldy.
    Confused a little. I'm probably at about Tier 5 or so (just hit my 36 month mark). Now are the Tier 9 VIP armors gated to only people who've bought their way up OR have been here over 86+ months? So for someone like me at Tier 5 or 6 and isn't able to spend three hundred bucks climbing up to Tier 9... will I miss out on the Celestial Armor? Or do all VIPs get that anyways?
  17. Think it depends also on what kind of damage you're doing. I've got the T4 Reactive Core with the 75% -Res, 25% Fire DoT on my Dual Blades scrapper, and it seems to be working pretty well. The thing with DoTs is they take time to work, and often by the time they do their work the thing is already dead. Also, Lethal damage is so heavily resisted, the little bit extra -res is handy, and Dual Blades is such a fast set I can get multiple applications in. Sure, it's at most an extra 10% damage, but when you're regularly facing 50-75+% Res(You) on everything and it's mom, it's nice.
  18. Doc_Reverend

    Oooh

    Good point. I think that might be part of the problem. They never seem to decide if he sticks to the shadows or likes to ham it up. I mean, in every appearance he comes across as really wanting to break into a full villainous monologue. Which I'd be fine with. We need more evil monologues.
  19. Doc_Reverend

    Oooh

    Quote:
    Originally Posted by Captain-Electric View Post
    Don't even get me started on Nemesis. He's jokingly been reduced to an in-game meme (though perhaps this is by his design LOL). But go read this bit of history on the official website, and you'll see why I think this villain is capable of doing more harm to Paragon City than Lord Recluse.
    I agree. Once you consider everything Nemesis is capable of and has done, he goes from Snidely Whiplash with a steampunk fetish to a transdimensional mass murdering tyrant with over a century and a half of experience behind him. Nemesis has been around since the 1860s. He once toppled, however briefly, the American government and declared himself Emperor. He has destroyed multiple worlds, ravaged the Rikti homeworld, and started one of the greatest cataclysms in Primal Earth's human history. He has nearly unassailable outposts and staging grounds throughout the Shadow Shard, and commands thousands of soldiers. He is directly responsible for the deaths of thousands of people and countless heroes. He's like Dr. Doom if Doom wasn't constrained by his obsession with Reed Richards or his pretenses of honor or nobility.

    And to top it off, he can't be killed. Thanks to his brain being as artificial as the rest of his body, every time you destroy his frame, he just gets a new body. While this probably hasn't helped his sanity at all, it makes him very difficult to stop or contain permanently. He's one of the game's major big bads.

    Though I admit, I always kind of wanted Nemesis to actually be Joshua Norton rather than that Gerhardt Eisenstadt. "We don't have kings here." "That, my dear, is where you are wrong. I am America's first, last, only and eternal Emperor."

    I think a major reason people start taking things like the Council, the Column, and Nemesis less seriously is just over exposure to them. Especially ones like the Council and Column who, to a higher level player, have been faced and defeated more times than they can count. They can't seem to do anything without someone showing up and beating the tar out of a company of their guys. This is acerbated by in-game mechanics. A high level, IO'd out character, especially scrappers, brutes, and tanks, can just tear through vast numbers of Council without much problem. When an entire battalion of super-soldiers, science vampires, werewolves, warbots and space luchadores can't stop one five foot three girl... they start seeming like Team Redshirt. Especially as those super-soldiers are described in the fluff as almost needing anti-tank weapons to seriously hurt, but your unpowered kung fu master goes through them like a chainsaw.

    But I think a lot of it is just the inherent limitations of the game, and having to tone down things to make them more palatable. Since no matter how many times you defeat Council Plot #4873 you'll still be facing more of them, they can't be ultra-competent and have limitless numbers. Or the Freakshow attacking entire office buildings full of people. Or just how many people did the Vahzilok need to grab to make that many zombies. Or, heck, Dark Astoria, where apparently, according to the lore, the heroes allowed an entire section of the city full of tens of thousands of people to be walled off undefended and did nothing to help them even as the zombie armies of the Banished Pantheon closed in. When you start having carnage on a level that exceeds events usually described as "history-changing national tragedies" on multiple occasions, or even regular events, it starts becoming... somewhat difficult to swallow.

    So you tone it down a bit in your head, make Paragon City less of a war zone that makes Mogadishu look boring and placid. Even if it becomes the in-game equivalent of like how in GI Joe there'd always be parachutes after a plane got shot down.

    In any case...

  20. Doc_Reverend

    Oooh

    I dunno. I wouldn't really call Manticore that great of a Defender.
  21. East Boston is in the northern part of the city, the South End in the center of the city, and South Boston in the eastern portion.
  22. Other question regarding the AV. The AV in question is meant to be quite the bruiser (he's meant to be a major enemy of an inv/energy tank, who happens to be a giant robot), so I want this guy to be able to take some serious hits. We're talking about teams that are usually 8 man, heavily 50+s, and include usually at least one strong debuffer with a penchant for making AVs cry, but a team makeup that overall leans towards scrappers, tankers, and blasters, and is mainly smashing, lethal, and energy damage.

    Which secondary set is better for the AV? Invulnerability (with everything but Unstoppable) or Willpower (with everything but Revive)?

    By the way, something I've noticed. I can't tell, but while testing the enemies, the AV set to Invulnerability never seemed to use Dull Pain. Likewise I've seen enemies with Regeneration never use their click powers, and on Willpower it'd never use Strength of Will even when damaged. It also never seemed to turn on Rise to the Challenge, as I wasn't getting hit with the debuff aura. I also noticed in fights that the enemy kept reverting, even mid-attack, to the animation for activating I think either Unyielding or Invincible (where it puts both hands towards the ground then puts them both in the air) with Invulnerable or while on Willpower kept reverting to the Heightened Senses animation. What's going on there?
  23. Also, point of note, the Holy Roman Empire was neither holy, nor Roman, nor an empire.
  24. Quote:
    Originally Posted by Carnifax_NA View Post
    Crystal City? Is it as I image it? (I'm guessing not)

    Nope, just teleported myself there via the medium of Google Maps, it isn't a giant citadel of glowing white crystal at all.
    Because nobody wants to live in Lawyer City.
  25. Yeah, my group isn't overly concerned with rewards so much as having fun. Might try some of those ideas.

    Question about NPCs with support powers. I heard somewhere that if you set the AI to ranged and give them melee attacks as a primary with no ranged attack, they'll be much more likely to use their support powers. This true?